As long as the EOT stuff stays there, then it isnt a problem. But didn't Mojo decree that the eot sigs should be turned off in the other forums? That didn't go over too well.
Posts by insta
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Wow, very impressive, especially with only the HL2 textures.
Looking forward to playing it

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That sucks to hear, nexus. Good work on the map though.
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I'd think that something like this would boil down to a online popularity contest, and those things never go over too well.
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Awesome. The movie is very impressive. Funny to think it's all ingame.
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Mino, it's at around 1200 polys, I think.
And ferret, yeah they're 12 sided. But, this cart will be overturned near a chokepoint, so players will be able to take a good look at it. I'm making a low(er) poly version as well for the background and such, where I hopefully can squeeze it under 500 polys.
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[Blocked Image: http://img213.imageshack.us/img213/4428/cart4xl.jpg]
Here's a traincar I made today for a map I'm working on.
That brown box is the player proportions.
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Wow, very nice.
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Well it was supposed to be a killer zinger directed at d3.
Anyway, I agree with you that the Doom3 textures don't look as good as "traditional" textures.
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Quote from Section_Ei8ht
thats why I dont really want to work for a game dev. Would turn a hobby into work, and that be no fun.
Strange, that's why I want to work in the game industry. I love mapping, so mapping and getting paid for it would make it even better. Of course, right now I only map for the games that I like. Lets say I get hired and has to work on designing maps for Britneys Dance Beat or Barbie Fashion Designer. I could see myself regretting my choice in that case.
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Thanks for the explanation. Been wondering about the difference for a while, as well.
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Ouch :E
When I was a kid, I lost a nail because my hand got trapped in a car door. I developed an intense hatred of car doors from that day on.
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Crackerjack maps?

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The rest of us map for engines which support bumpmaps and specular, so the engine does this for us

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Wow, sweet. Love the flesh-eating plant

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I've converted them as well, although I'm not quite sure that the .vmt file settings are the best. Also, I messed up the alpha-textures.
Here's a typical vmt file :
"lightmappedgeneric" {
"$basetexture" "evillair\eX_floor_tile_03_d"
"$bumpmap" "evillair\eX_floor_tile_03_normal"
"$envmapmask" "evillair\eX_floor_tile_03_s"
"$envmapcontrast" 0.500000
"$envmap" "env_cubemap"
"$envmaptint" "[ 0.5020 0.5020 0.5020 ]"
"$surfaceprop" "metal"
}
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